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New beta pipeline for reusable cartoon characters with SVG rigs, pose
libraries, action timelines, and Canvas/Remotion/HyperFrames rendering.
- pipeline_defs/character-animation.yaml: 11-stage manifest
- skills/pipelines/character-animation/: 11 stage director skills
- tools/character/: BaseTool implementations for char design, rigging,
pose libraries, action timelines, previews, and QA
- schemas/artifacts/{character_design,rig_plan,pose_library,
action_timeline,character_qa_report}.schema.json: canonical artifacts
- schemas/artifacts/scene_plan.schema.json: extended for character-led
scenes
- .agents/skills/{canvas-procedural-animation,character-animation-qa,
character-rigging,pose-library-design,svg-character-animation}/:
Layer 3 vendor knowledge
- AGENT_GUIDE / PROJECT_CONTEXT / README / ARCHITECTURE / PROVIDERS:
surface the new pipeline and its capability family
- tools/video/hyperframes_compose.py: SVG character rig support
- tests/contracts/test_character_animation_pipeline.py: contract tests
831 B
831 B
Edit Director - Character Animation Pipeline
Goal
Produce edit_decisions and action_timeline.
Process
- Carry
render_runtimeforward from the approved proposal. - Convert scene beats into timed character actions.
- Add anticipation, hold, action, and follow-through where appropriate.
- Align mouth/gesture beats to dialogue or music.
- Keep action density readable.
Timing Pattern
Most acting beats need:
anticipation -> action -> hold/reaction -> settle
Do not animate everything continuously. Holds are part of acting.
Tool Use
Use action_timeline_compiler for a first pass, then revise the timeline if the
acting or rhythm is weak.
Quality Bar
Every scene has timed actions. Every action maps to a pose, action cycle, or procedural effect that the renderer can understand.